"""Main window for the Lutris interface."""
# pylint:disable=too-many-lines
import os
import re
from collections import namedtuple
from gettext import gettext as _
from urllib.parse import unquote, urlparse

from gi.repository import Gdk, Gio, GLib, GObject, Gtk

from lutris import services, settings
from lutris.database import categories as categories_db
from lutris.database import games as games_db
from lutris.database.services import ServiceGameCollection
from lutris.exceptions import watch_errors
from lutris.game import Game
from lutris.gui import dialogs
from lutris.gui.addgameswindow import AddGamesWindow
from lutris.gui.config.preferences_dialog import PreferencesDialog
from lutris.gui.dialogs.delegates import DialogInstallUIDelegate, DialogLaunchUIDelegate
from lutris.gui.dialogs.game_import import ImportGameDialog
from lutris.gui.views import COL_ID, COL_NAME
from lutris.gui.views.grid import GameGridView
from lutris.gui.views.list import GameListView
from lutris.gui.views.store import GameStore
from lutris.gui.widgets.game_bar import GameBar
from lutris.gui.widgets.gi_composites import GtkTemplate
from lutris.gui.widgets.sidebar import LutrisSidebar
from lutris.gui.widgets.utils import load_icon_theme, open_uri
from lutris.scanners.lutris import add_to_path_cache, get_missing_game_ids, remove_from_path_cache
# pylint: disable=no-member
from lutris.services.base import BaseService
from lutris.services.lutris import LutrisService
from lutris.util import datapath
from lutris.util.log import logger
from lutris.util.system import update_desktop_icons


@GtkTemplate(ui=os.path.join(datapath.get(), "ui", "lutris-window.ui"))
class LutrisWindow(Gtk.ApplicationWindow,
                   DialogLaunchUIDelegate,
                   DialogInstallUIDelegate):  # pylint: disable=too-many-public-methods
    """Handler class for main window signals."""

    default_view_type = "grid"
    default_width = 800
    default_height = 600

    __gtype_name__ = "LutrisWindow"
    __gsignals__ = {
        "view-updated": (GObject.SIGNAL_RUN_FIRST, None, ()),
    }

    games_stack = GtkTemplate.Child()
    sidebar_revealer = GtkTemplate.Child()
    sidebar_scrolled = GtkTemplate.Child()
    game_revealer = GtkTemplate.Child()
    search_entry = GtkTemplate.Child()
    zoom_adjustment = GtkTemplate.Child()
    blank_overlay = GtkTemplate.Child()
    viewtype_icon = GtkTemplate.Child()

    def __init__(self, application, **kwargs):
        width = int(settings.read_setting("width") or self.default_width)
        height = int(settings.read_setting("height") or self.default_height)
        super().__init__(
            default_width=width,
            default_height=height,
            window_position=Gtk.WindowPosition.NONE,
            name="net.winegame.client",
            icon_name="net.winegame.client",
            application=application,
            **kwargs
        )
        update_desktop_icons()
        load_icon_theme()
        self.application = application
        self.window_x, self.window_y = self.get_position()
        self.restore_window_position()
        self.threads_stoppers = []
        self.window_size = (width, height)
        self.maximized = settings.read_setting("maximized") == "True"
        self.service = None
        self.search_timer_id = None
        self.filters = self.load_filters()
        self.set_service(self.filters.get("service"))
        self.icon_type = self.load_icon_type()
        self.game_store = GameStore(self.service, self.service_media)
        self.current_view = Gtk.Box()
        self.views = {}

        self.dynamic_categories_game_factories = {
            "recent": self.get_recent_games,
            "missing": self.get_missing_games,
            "running": self.get_running_games,
        }

        self.connect("delete-event", self.on_window_delete)
        self.connect("configure-event", self.on_window_configure)
        self.connect("realize", self.on_load)
        self.connect("drag-data-received", self.on_drag_data_received)
        self.connect("notify::visible", self.on_visible_changed)
        if self.maximized:
            self.maximize()
        self.init_template()
        self._init_actions()

        # Setup Drag and drop
        self.drag_dest_set(Gtk.DestDefaults.ALL, [], Gdk.DragAction.COPY)
        self.drag_dest_add_uri_targets()

        self.set_viewtype_icon(self.current_view_type)

        lutris_icon = Gtk.Image.new_from_icon_name("net.winegame.client", Gtk.IconSize.MENU)
        lutris_icon.set_margin_right(3)

        self.sidebar = LutrisSidebar(self.application)
        self.sidebar.connect("selected-rows-changed", self.on_sidebar_changed)
        # "realize" is order sensitive- must connect after sidebar itself connects the same signal
        self.sidebar.connect("realize", self.on_sidebar_realize)
        self.sidebar_scrolled.add(self.sidebar)

        # This must wait until the selected-rows-changed signal is connected
        self.sidebar.initialize_rows()

        self.sidebar_revealer.set_reveal_child(self.side_panel_visible)
        self.sidebar_revealer.set_transition_duration(300)

        self.game_bar = None
        self.revealer_box = Gtk.HBox(visible=True)
        self.game_revealer.add(self.revealer_box)
        self.get_missing_games()
        self.update_action_state()

        self.connect("view-updated", self.update_store)
        GObject.add_emission_hook(BaseService, "service-login", self.on_service_login)
        GObject.add_emission_hook(BaseService, "service-logout", self.on_service_logout)
        GObject.add_emission_hook(BaseService, "service-games-loaded", self.on_service_games_updated)
        GObject.add_emission_hook(Game, "game-updated", self.on_game_updated)
        GObject.add_emission_hook(Game, "game-stopped", self.on_game_stopped)
        GObject.add_emission_hook(Game, "game-installed", self.on_game_installed)
        GObject.add_emission_hook(Game, "game-removed", self.on_game_removed)
        GObject.add_emission_hook(Game, "game-unhandled-error", self.on_game_unhandled_error)
        GObject.add_emission_hook(PreferencesDialog, "settings-changed", self.on_settings_changed)

        # Finally trigger the initialization of the view here
        selected_category = settings.read_setting("selected_category", default="runner:all")
        self.sidebar.selected_category = selected_category.split(":") if selected_category else None

    def _init_actions(self):
        Action = namedtuple("Action", ("callback", "type", "enabled", "default", "accel"))
        Action.__new__.__defaults__ = (None, None, None, None, None)

        actions = {
            "add-game": Action(self.on_add_game_button_clicked),
            "preferences": Action(self.on_preferences_activate),
            "about": Action(self.on_about_clicked),
            "show-installed-only": Action(  # delete?
                self.on_show_installed_state_change,
                type="b",
                default=self.filter_installed,
                accel="<Primary>i",
            ),
            "toggle-viewtype": Action(self.on_toggle_viewtype),
            "toggle-badges": Action(
                self.on_toggle_badges,
                type="b",
                default=settings.read_setting("hide_badges_on_icons"),
                accel="<Primary>p"
            ),
            "icon-type": Action(self.on_icontype_state_change, type="s", default=self.icon_type),
            "view-sorting": Action(
                self.on_view_sorting_state_change,
                type="s",
                default=self.view_sorting,
                enabled=lambda: self.is_view_sort_active
            ),
            "view-sorting-installed-first": Action(
                self.on_view_sorting_installed_first_change,
                type="b",
                default=self.view_sorting_installed_first,
                enabled=lambda: self.is_view_sort_active
            ),
            "view-sorting-ascending": Action(
                self.on_view_sorting_direction_change,
                type="b",
                default=self.view_sorting_ascending,
                enabled=lambda: self.is_view_sort_active
            ),
            "show-side-panel": Action(
                self.on_side_panel_state_change,
                type="b",
                default=self.side_panel_visible,
                accel="F9",
            ),
            "show-hidden-games": Action(
                self.hidden_state_change,
                type="b",
                default=self.show_hidden_games,
                accel="<Primary>h",
            ),
            "open-forums": Action(lambda *x: open_uri("https://hu60.cn/q.php/bbs.forum.170.html")),
            "open-discord": Action(lambda *x: open_uri("https://winegame.net/about")),
            "donate": Action(lambda *x: open_uri("https://winegame.net/games")),
        }

        self.actions = {}
        self.action_state_updaters = []
        app = self.props.application
        for name, value in actions.items():
            if not value.type:
                action = Gio.SimpleAction.new(name)
                action.connect("activate", value.callback)
            else:
                default_value = None
                param_type = None
                if value.default is not None:
                    default_value = GLib.Variant(value.type, value.default)
                if value.type != "b":
                    param_type = default_value.get_type()
                action = Gio.SimpleAction.new_stateful(name, param_type, default_value)
                action.connect("change-state", value.callback)
            self.actions[name] = action
            if value.enabled:
                def updater(action=action, value=value):
                    action.props.enabled = value.enabled()

                self.action_state_updaters.append(updater)
            self.add_action(action)
            if value.accel:
                app.add_accelerator(value.accel, "win." + name)

    def update_action_state(self):
        """This invokes the functions to update the enabled states of all the actions
        which can be disabled."""
        for updater in self.action_state_updaters:
            updater()

    @property
    def service_media(self):
        return self.get_service_media(self.load_icon_type())

    @property
    def selected_category(self):
        return self.sidebar.selected_category

    def on_load(self, widget, data=None):
        """Finish initializing the view"""
        self._bind_zoom_adjustment()
        self.current_view.grab_focus()

    def on_sidebar_realize(self, widget, data=None):
        """Grab the initial focus after the sidebar is initialized - so the view is ready."""
        self.current_view.grab_focus()

    def on_drag_data_received(self, widget, drag_context, x, y, data, info, time):
        """Handler for drop event"""
        file_paths = [unquote(urlparse(uri).path) for uri in data.get_uris()]
        dialog = ImportGameDialog(file_paths, parent=self)
        dialog.show()

    def load_filters(self):
        """Load the initial filters when creating the view"""
        # The main sidebar-category filter will be populated when the sidebar row is selected, after this
        filters = {
            "hidden": settings.read_setting("show_hidden_games").lower() == "true",
            "installed": settings.read_setting("filter_installed").lower() == "true"
        }
        return filters

    def hidden_state_change(self, action, value):
        """Hides or shows the hidden games"""
        action.set_state(value)
        settings.write_setting("show_hidden_games", str(value).lower(), section="lutris")
        self.filters["hidden"] = bool(value)
        self.emit("view-updated")

    @property
    def current_view_type(self):
        """Returns which kind of view is currently presented (grid or list)"""
        return settings.read_setting("view_type") or "grid"

    @property
    def filter_installed(self):
        return settings.read_setting("filter_installed").lower() == "true"

    @property
    def side_panel_visible(self):
        return settings.read_setting("side_panel_visible").lower() != "false"

    @property
    def show_tray_icon(self):
        """Setting to hide or show status icon"""
        return settings.read_setting("show_tray_icon", default="false").lower() == "true"

    @property
    def view_sorting(self):
        value = settings.read_setting("view_sorting") or "name"
        if value.endswith("_text"):
            value = value[:-5]
        return value

    @property
    def view_sorting_ascending(self):
        return settings.read_setting("view_sorting_ascending").lower() != "false"

    @property
    def view_sorting_installed_first(self):
        return settings.read_setting("view_sorting_installed_first").lower() != "false"

    @property
    def show_hidden_games(self):
        return settings.read_setting("show_hidden_games").lower() == "true"

    @property
    def sort_params(self):
        """This provides a list of sort options for SQL generation; this isn't
        exactly a match for what self.apply_view_sort does, but it is as close
        as may be, in the hope that a faster DB sort will get is close and result
        in a faster sort overall."""

        params = []

        if self.view_sorting_installed_first:
            params.append(("installed", "COLLATE NOCASE DESC"))

        params.append((
            self.view_sorting,
            "COLLATE NOCASE ASC"
            if self.view_sorting_ascending
            else "COLLATE NOCASE DESC"
        ))

        return params

    @property
    def is_view_sort_active(self):
        """True if the iew sorting options will be effective; dynamic categories ignore them."""
        return self.filters.get("dynamic_category") not in self.dynamic_categories_game_factories

    def apply_view_sort(self, items, resolver=lambda i: i):
        """This sorts a list of items according to the view settings of this window;
        the items can be anything, but you can provide a lambda that provides a
        database game dictionary for each one; this dictionary carries the
        data we sort on (though any field may be missing).

        This sort always sorts installed games ahead of uninstalled ones, even when
        the sort is set to descending.

        This treats 'name' sorting specially, applying a natural sort so that
        'Mega slap battler 20' comes after 'Mega slap battler 3'. For this reason,
        we can't just accept the sort the database gives us via self.sort_params;
        that'll get us close, but we must resort to get it right."""
        view_sorting = self.view_sorting
        sort_defaults = {
            "name": "",
            "year": 0,
            "lastplayed": 0.0,
            "installed_at": 0.0,
            "playtime": 0.0,
        }

        def natural_sort_key(value):
            def pad_numbers(text):
                return text.zfill(16) if text.isdigit() else text

            key = [pad_numbers(c) for c in re.split('([0-9]+)', value)]
            return key

        def get_sort_value(item):
            db_game = resolver(item)
            if not db_game:
                installation_flag = False
                value = sort_defaults.get(view_sorting, "")
            else:
                installation_flag = bool(db_game.get("installed"))
                value = db_game.get(view_sorting)

                if view_sorting == "name":
                    value = natural_sort_key(value)

            # Users may have obsolete view_sorting settings, so
            # we must tolerate them. We treat them all as blank.
            value = value or sort_defaults.get(view_sorting, "")

            if self.view_sorting_installed_first:
                # We want installed games to always be first, even in
                # a descending sort.
                if self.view_sorting_ascending:
                    installation_flag = not installation_flag

                return [installation_flag, value]

            return value

        return sorted(items, key=get_sort_value, reverse=not self.view_sorting_ascending)

    def get_running_games(self):
        """Return a list of currently running games"""
        return games_db.get_games_by_ids([game.id for game in self.application.running_games])

    def get_missing_games(self):
        missing_ids = get_missing_game_ids()
        missing_games = games_db.get_games_by_ids(missing_ids)
        if missing_games:
            self.sidebar.missing_row.show()
        else:
            if missing_ids:
                logger.warning("Path cache out of date? (%s IDs missing)", len(missing_ids))
            self.sidebar.missing_row.hide()
        return missing_games

    def get_recent_games(self):
        """Return a list of currently running games"""
        searches, _filters, excludes = self.get_sql_filters()
        games = games_db.get_games(searches=searches, filters={'installed': '1'}, excludes=excludes)
        return sorted(
            games,
            key=lambda game: max(game["installed_at"] or 0, game["lastplayed"] or 0),
            reverse=True
        )

    def game_matches(self, game):
        if self.filters.get("installed"):
            if game["appid"] not in games_db.get_service_games(self.service.id):
                return False
        if not self.filters.get("text"):
            return True
        return self.filters["text"] in game["name"].lower()

    def set_service(self, service_name):
        if self.service and self.service.id == service_name:
            return self.service
        if not service_name:
            self.service = None
            return
        try:
            self.service = services.SERVICES[service_name]()
        except KeyError:
            logger.error("Non existent service '%s'", service_name)
            self.service = None
        return self.service

    @staticmethod
    def combine_games(service_game, lutris_game):
        """Inject lutris game information into a service game"""
        if lutris_game and service_game["appid"] == lutris_game["service_id"]:
            for field in ("platform", "runner", "year", "installed_at", "lastplayed", "playtime", "installed"):
                service_game[field] = lutris_game[field]
        return service_game

    def get_service_games(self, service_name):
        """Switch the current service to service_name and return games if available"""
        service_games = ServiceGameCollection.get_for_service(service_name)
        if service_name == "lutris":
            lutris_games = {g["slug"]: g for g in games_db.get_games()}
        else:
            lutris_games = {g["service_id"]: g for g in games_db.get_games(filters={"service": self.service.id})}

        return [
            self.combine_games(game, lutris_games.get(game["appid"])) for game in self.apply_view_sort(
                service_games,
                lambda game: lutris_games.get(game["appid"]) or game
            ) if self.game_matches(game)
        ]

    def get_games_from_filters(self):
        service_name = self.filters.get("service")
        if service_name in services.SERVICES:
            if self.service.online and not self.service.is_authenticated():
                self.show_label(_("Connect your %s account to access your games") % self.service.name)
                return []
            return self.get_service_games(service_name)
        if self.filters.get("dynamic_category") in self.dynamic_categories_game_factories:
            return self.dynamic_categories_game_factories[self.filters["dynamic_category"]]()
        if self.filters.get("category") and self.filters["category"] != "all":
            game_ids = categories_db.get_game_ids_for_category(self.filters["category"])
        else:
            game_ids = None
        searches, filters, excludes = self.get_sql_filters()
        games = games_db.get_games(
            searches=searches,
            filters=filters,
            excludes=excludes,
            sorts=self.sort_params
        )
        if game_ids is not None:
            return [game for game in games if game["id"] in game_ids]
        return self.apply_view_sort(games)

    def get_sql_filters(self):
        """Return the current filters for the view"""
        sql_filters = {}
        sql_excludes = {}
        if self.filters.get("runner"):
            sql_filters["runner"] = self.filters["runner"]
        if self.filters.get("platform"):
            sql_filters["platform"] = self.filters["platform"]
        if self.filters.get("installed"):
            sql_filters["installed"] = "1"
        if self.filters.get("text"):
            searches = {"name": self.filters["text"]}
        else:
            searches = None
        if not self.filters.get("hidden"):
            sql_excludes["hidden"] = 1
        return searches, sql_filters, sql_excludes

    def get_service_media(self, icon_type):
        """Return the ServiceMedia class used for this view"""
        service = self.service if self.service else LutrisService
        medias = service.medias
        if icon_type in medias:
            return medias[icon_type]()
        return medias[service.default_format]()

    def update_revealer(self, game=None):
        if game:
            if self.game_bar:
                self.game_bar.destroy()

            self.game_bar = GameBar(game, self.application, self)
            self.revealer_box.pack_start(self.game_bar, True, True, 0)
        elif self.game_bar:
            # The game bar can't be destroyed here because the game gets unselected on Wayland
            # whenever the game bar is interacted with. Instead, we keep the current game bar open
            # when the game gets unselected, which is somewhat closer to what the intended behavior
            # should be anyway. Might require closing the game bar manually in some cases.
            pass
            # self.game_bar.destroy()
        if self.revealer_box.get_children():
            self.game_revealer.set_reveal_child(True)
        else:
            self.game_revealer.set_reveal_child(False)

    def show_empty_label(self):
        """Display a label when the view is empty"""
        filter_text = self.filters.get("text")
        has_uninstalled_games = games_db.get_game_count("installed", "0")
        has_hidden_games = games_db.get_game_count("hidden", "1")
        if filter_text:
            if self.filters.get("category") == "favorite":
                self.show_label(_("Add a game matching '%s' to your favorites to see it here.") % filter_text)
            elif self.filters.get("installed") and has_uninstalled_games:
                self.show_label(
                    _("No installed games matching '%s' found. Press Ctrl+I to show uninstalled games.") % filter_text)
            elif self.filters.get("hidden") is False and has_hidden_games:  # but not if missing!
                self.show_label(_("No visible games matching '%s' found. Press Ctrl+H to show hidden games.") %
                                filter_text)
            else:
                self.show_label(_("No games matching '%s' found ") % filter_text)
        else:
            if self.filters.get("category") == "favorite":
                self.show_label(_("Add games to your favorites to see them here."))
            elif self.filters.get("installed") and has_uninstalled_games:
                self.show_label(_("No installed games found. Press Ctrl+I to show uninstalled games."))
            elif self.filters.get("hidden") is False and has_hidden_games:  # but not if missing!
                self.show_label(_("No visible games found. Press Ctrl+H to show hidden games."))
            elif (
                not self.filters.get("runner")
                and not self.filters.get("service")
                and not self.filters.get("platform")
                and not self.filters.get("dynamic_category")
            ):
                self.show_splash()
            else:
                self.show_label(_("No games found"))

    def update_store(self, *_args, **_kwargs):
        self.game_store.store.clear()
        self.hide_overlay()
        games = self.get_games_from_filters()
        if games:
            if len(games) > 1:
                self.search_entry.set_placeholder_text(_("Search %s games") % len(games))
            else:
                self.search_entry.set_placeholder_text(_("Search 1 game"))
        else:
            self.search_entry.set_placeholder_text(_("Search games"))
        for view in self.views.values():
            view.service = self.service
        GLib.idle_add(self.update_revealer)
        for game in games:
            self.game_store.add_game(game)
        if not games:
            self.show_empty_label()
        self.search_timer_id = None
        return False

    def _bind_zoom_adjustment(self):
        """Bind the zoom slider to the supported banner sizes"""
        service = self.service if self.service else LutrisService
        media_services = list(service.medias.keys())
        self.load_icon_type()
        self.zoom_adjustment.set_lower(0)
        self.zoom_adjustment.set_upper(len(media_services) - 1)
        if self.icon_type in media_services:
            value = media_services.index(self.icon_type)
        else:
            value = 0
        self.zoom_adjustment.props.value = value
        self.zoom_adjustment.connect("value-changed", self.on_zoom_changed)

    def on_zoom_changed(self, adjustment):
        """Handler for zoom modification"""
        media_index = round(adjustment.props.value)
        adjustment.props.value = media_index
        service = self.service if self.service else LutrisService
        media_services = list(service.medias.keys())
        if len(media_services) <= media_index:
            media_index = media_services.index(service.default_format)
        icon_type = media_services[media_index]
        if icon_type != self.icon_type:
            GLib.idle_add(self.save_icon_type, icon_type)

    def show_overlay(self, widget, halign=Gtk.Align.FILL, valign=Gtk.Align.FILL):
        """Display a widget in the blank overlay"""
        for child in self.blank_overlay.get_children():
            child.destroy()
        self.blank_overlay.set_halign(halign)
        self.blank_overlay.set_valign(valign)
        self.blank_overlay.add(widget)
        self.blank_overlay.props.visible = True

    def show_label(self, message):
        """Display a label in the middle of the UI"""
        self.show_overlay(Gtk.Label(message, visible=True))

    def show_splash(self):
        theme = "dark" if self.application.style_manager.is_dark else "light"
        side_splash = Gtk.Image(visible=True)
        side_splash.set_from_file(os.path.join(datapath.get(), "media/side-%s.svg" % theme))
        side_splash.set_alignment(0, 0)

        center_splash = Gtk.Image(visible=True)
        center_splash.set_alignment(.5, .5)
        center_splash.set_from_file(os.path.join(datapath.get(), "media/splash-%s.svg" % theme))

        splash_box = Gtk.HBox(visible=True, margin_top=24)
        splash_box.pack_start(side_splash, False, False, 12)
        splash_box.set_center_widget(center_splash)
        self.show_overlay(splash_box, Gtk.Align.FILL, Gtk.Align.FILL)

    def show_spinner(self):
        spinner = Gtk.Spinner(visible=True)
        spinner.start()
        for child in self.blank_overlay.get_children():
            child.destroy()
        self.blank_overlay.add(spinner)
        self.blank_overlay.props.visible = True

    def hide_overlay(self):
        self.blank_overlay.props.visible = False
        for child in self.blank_overlay.get_children():
            child.destroy()

    @property
    def view_type(self):
        """Return the type of view saved by the user"""
        view_type = settings.read_setting("view_type")
        if view_type in ["grid", "list"]:
            return view_type
        return self.default_view_type

    def do_key_press_event(self, event):  # pylint: disable=arguments-differ
        # XXX: This block of code below is to enable searching on type.
        # Enabling this feature steals focus from other entries so it needs
        # some kind of focus detection before enabling library search.

        # Probably not ideal for non-english, but we want to limit
        # which keys actually start searching
        if event.keyval == Gdk.KEY_Escape:
            self.search_entry.set_text("")
            self.current_view.grab_focus()
            return Gtk.ApplicationWindow.do_key_press_event(self, event)

        if (  # pylint: disable=too-many-boolean-expressions
            not Gdk.KEY_0 <= event.keyval <= Gdk.KEY_z or event.state & Gdk.ModifierType.CONTROL_MASK
            or event.state & Gdk.ModifierType.SHIFT_MASK or event.state & Gdk.ModifierType.META_MASK
            or event.state & Gdk.ModifierType.MOD1_MASK or self.search_entry.has_focus()
        ):
            return Gtk.ApplicationWindow.do_key_press_event(self, event)
        self.search_entry.grab_focus()
        return self.search_entry.do_key_press_event(self.search_entry, event)

    def load_icon_type(self):
        """Return the icon style depending on the type of view."""
        setting_key = "icon_type_%sview" % self.current_view_type
        if self.service and self.service.id != "lutris":
            setting_key += "_%s" % self.service.id
        self.icon_type = settings.read_setting(setting_key)
        return self.icon_type

    def save_icon_type(self, icon_type):
        """Save icon type to settings"""
        self.icon_type = icon_type
        setting_key = "icon_type_%sview" % self.current_view_type
        if self.service and self.service.id != "lutris":
            setting_key += "_%s" % self.service.id
        settings.write_setting(setting_key, self.icon_type)
        self.redraw_view()

    def redraw_view(self):
        """Completely reconstruct the main view"""
        if not self.game_store:
            logger.error("No game store yet")
            return
        self.game_store = GameStore(self.service, self.service_media)

        view_type = self.current_view_type

        if view_type in self.views:
            self.current_view = self.views[view_type]
            self.current_view.set_game_store(self.game_store)
        else:
            if view_type == "grid":
                self.current_view = GameGridView(
                    self.game_store,
                    hide_text=settings.read_setting("hide_text_under_icons") == "True"
                )
            else:
                self.current_view = GameListView(self.game_store)

            self.current_view.connect("game-selected", self.on_game_selection_changed)
            self.current_view.connect("game-activated", self.on_game_activated)
            self.views[view_type] = self.current_view

        scrolledwindow = self.games_stack.get_child_by_name(view_type)

        if not scrolledwindow:
            scrolledwindow = Gtk.ScrolledWindow()
            self.games_stack.add_named(scrolledwindow, view_type)

        if not scrolledwindow.get_child():
            scrolledwindow.add(self.current_view)
            scrolledwindow.show_all()

        self.update_view_settings()
        self.games_stack.set_visible_child_name(view_type)
        self.update_store()
        self.update_action_state()

    def rebuild_view(self, view_type):
        """Discards the view named by 'view_type' and if it is the current view,
        regenerates it. This is used to update view settings that can only be
        set during view construction, and not updated later."""
        if view_type in self.views:
            scrolledwindow = self.games_stack.get_child_by_name(view_type)
            scrolledwindow.remove(self.views[view_type])
            del self.views["grid"]
            if self.current_view_type == view_type:
                self.redraw_view()

    def update_view_settings(self):
        if self.current_view and self.current_view_type == "grid":
            show_badges = settings.read_setting("hide_badges_on_icons") != 'True'
            self.current_view.show_badges = show_badges and not bool(
                self.filters.get("platform"))

    def set_viewtype_icon(self, view_type):
        self.viewtype_icon.set_from_icon_name("view-%s-symbolic" % view_type, Gtk.IconSize.BUTTON)

    def set_show_installed_state(self, filter_installed):
        """Shows or hide uninstalled games"""
        settings.write_setting("filter_installed", bool(filter_installed))
        self.filters["installed"] = filter_installed

    def on_service_games_updated(self, service):
        """Request a view update when service games are loaded"""
        if self.service and service.id == self.service.id:
            self.emit("view-updated")
        return True

    def save_window_state(self):
        """Saves the window's size position and state as settings."""
        width, height = self.window_size
        settings.write_setting("width", width)
        settings.write_setting("height", height)
        if self.window_x and self.window_y:
            settings.write_setting("window_x", self.window_x)
            settings.write_setting("window_y", self.window_y)
        settings.write_setting("maximized", self.maximized)

    def restore_window_position(self):
        """Restores the window position only; we call this when showing
        the window, but restore the other settings only when creating it."""
        self.window_x = settings.read_setting("window_x")
        self.window_y = settings.read_setting("window_y")
        if self.window_x and self.window_y:
            self.move(int(self.window_x), int(self.window_y))

    def on_service_login(self, service):
        service.start_reload(self._service_reloaded_cb)
        return True

    def _service_reloaded_cb(self, error):
        if error:
            dialogs.ErrorDialog(error, parent=self)

    def on_service_logout(self, service):
        if self.service and service.id == self.service.id:
            self.emit("view-updated")
        return True

    @GtkTemplate.Callback
    def on_resize(self, widget, *_args):
        """Size-allocate signal.
        Updates stored window size and maximized state.
        """
        if not widget.get_window():
            return
        self.maximized = widget.is_maximized()
        size = widget.get_size()
        if not self.maximized:
            self.window_size = size
        self.search_entry.set_size_request(min(max(50, size[0] - 470), 800), -1)

    def on_window_delete(self, *_args):
        if self.application.running_games.get_n_items():
            self.hide()
            return True

    def on_visible_changed(self, window, param):
        if self.application.tray:
            self.application.tray.update_present_menu()

    def on_window_configure(self, *_args):
        """Callback triggered when the window is moved, resized..."""
        self.window_x, self.window_y = self.get_position()

    @GtkTemplate.Callback
    def on_destroy(self, *_args):
        """Signal for window close."""
        # Stop cancellable running threads
        for stopper in self.threads_stoppers:
            stopper()

    @GtkTemplate.Callback
    def on_hide(self, *_args):
        self.save_window_state()

    @GtkTemplate.Callback
    def on_show(self, *_args):
        self.restore_window_position()

    @GtkTemplate.Callback
    def on_preferences_activate(self, *_args):
        """Callback when preferences is activated."""
        self.application.show_window(PreferencesDialog, parent=self)

    def on_show_installed_state_change(self, action, value):
        """Callback to handle uninstalled game filter switch"""
        action.set_state(value)
        self.set_show_installed_state(value.get_boolean())
        self.emit("view-updated")

    @GtkTemplate.Callback
    def on_search_entry_changed(self, entry):
        """Callback for the search input keypresses"""
        if self.search_timer_id:
            GLib.source_remove(self.search_timer_id)
        self.filters["text"] = entry.get_text().lower().strip()
        self.search_timer_id = GLib.timeout_add(500, self.update_store)

    @GtkTemplate.Callback
    def on_search_entry_key_press(self, widget, event):
        if event.keyval == Gdk.KEY_Down:
            if self.current_view_type == 'grid':
                self.current_view.select_path(Gtk.TreePath('0'))  # needed for gridview only
                # if game_bar is alive at this point it can mess grid item selection up
                # for some unknown reason,
                # it is safe to close it here, it will be reopened automatically.
                if self.game_bar:
                    self.game_bar.destroy()  # for gridview only
            self.current_view.set_cursor(Gtk.TreePath('0'), None, False)  # needed for both view types
            self.current_view.grab_focus()

    @GtkTemplate.Callback
    def on_about_clicked(self, *_args):
        """Open the about dialog."""
        dialogs.AboutDialog(parent=self)

    def on_game_unhandled_error(self, game, error):
        """Called when a game has sent the 'game-error' signal"""
        dialogs.ErrorDialog(error, parent=self)
        return True

    @GtkTemplate.Callback
    def on_add_game_button_clicked(self, *_args):
        """Add a new game manually with the AddGameDialog."""
        self.application.show_window(AddGamesWindow, parent=self)
        return True

    def on_toggle_viewtype(self, *args):
        view_type = "list" if self.current_view_type == "grid" else "grid"
        logger.debug("View type changed to %s", view_type)
        self.set_viewtype_icon(view_type)
        settings.write_setting("view_type", view_type)
        self.redraw_view()
        self._bind_zoom_adjustment()

    def on_icontype_state_change(self, action, value):
        action.set_state(value)
        self._set_icon_type(value.get_string())

    def on_view_sorting_state_change(self, action, value):
        self.actions["view-sorting"].set_state(value)
        value = str(value).strip("'")
        settings.write_setting("view_sorting", value)
        self.emit("view-updated")

    def on_view_sorting_direction_change(self, action, value):
        self.actions["view-sorting-ascending"].set_state(value)
        settings.write_setting("view_sorting_ascending", bool(value))
        self.emit("view-updated")

    def on_view_sorting_installed_first_change(self, action, value):
        self.actions["view-sorting-installed-first"].set_state(value)
        settings.write_setting("view_sorting_installed_first", bool(value))
        self.emit("view-updated")

    def on_side_panel_state_change(self, action, value):
        """Callback to handle side panel toggle"""
        action.set_state(value)
        side_panel_visible = value.get_boolean()
        settings.write_setting("side_panel_visible", bool(side_panel_visible))
        self.sidebar_revealer.set_reveal_child(side_panel_visible)

    def on_sidebar_changed(self, widget):
        """Handler called when the selected element of the sidebar changes"""
        for filter_type in ("category", "dynamic_category", "service", "runner", "platform"):
            if filter_type in self.filters:
                self.filters.pop(filter_type)

        row_type, row_id = widget.selected_category
        if row_type == "user_category":
            row_type = "category"
        self.filters[row_type] = row_id

        service_name = self.filters.get("service")
        self.set_service(service_name)
        self._bind_zoom_adjustment()
        self.redraw_view()

    def on_game_selection_changed(self, view, selection):
        if not selection:
            GLib.idle_add(self.update_revealer)
            return False
        game_id = view.get_model().get_value(selection, COL_ID)
        if not game_id:
            GLib.idle_add(self.update_revealer)
            return False
        if self.service:
            game = ServiceGameCollection.get_game(self.service.id, game_id)
        else:
            game = games_db.get_game_by_field(int(game_id), "id")
        if not game:
            game = {
                "id": game_id,
                "appid": game_id,
                "name": view.get_model().get_value(selection, COL_NAME),
                "slug": game_id,
                "service": self.service.id if self.service else None,
            }
            logger.warning("No game found. Replacing with placeholder %s", game)

        GLib.idle_add(self.update_revealer, game)
        return False

    def on_toggle_badges(self, _widget, _data):
        """Event handler to toggle badge visibility"""
        state = settings.read_setting("hide_badges_on_icons").lower() == "true"
        settings.write_setting("hide_badges_on_icons", not state)
        self.on_settings_changed(None, "hide_badges_on_icons")

    def on_settings_changed(self, dialog, settings_key):
        if settings_key == "hide_text_under_icons":
            self.rebuild_view("grid")
        else:
            self.update_view_settings()
        return True

    def is_game_displayed(self, game):
        """Return whether a game should be displayed on the view"""
        if game.is_hidden and not self.show_hidden_games:
            return False

        row = self.sidebar.get_selected_row()

        if row:
            # Stopped games do not get displayed on the running page
            if row.type == "dynamic_category" and row.id == "running" and game.state == game.STATE_STOPPED:
                return False

            # If the update took the row out of this view's category, we'll need
            # to update the view to reflect that.
            if row.type in ("category", "user_category"):
                if row.id != "all" and row.id not in game.get_categories():
                    return False

        return True

    def on_game_updated(self, game):
        """Updates an individual entry in the view when a game is updated"""
        add_to_path_cache(game)
        if game.appid and self.service:
            db_game = ServiceGameCollection.get_game(self.service.id, game.appid)
        else:
            db_game = games_db.get_game_by_field(game.id, "id")
        if not self.is_game_displayed(game):
            self.game_store.remove_game(db_game["id"])
            return True
        if db_game:
            updated = self.game_store.update(db_game)
            if not updated:
                self.update_store()
        else:
            logger.debug("Can't get DB game for %s (service: %s)", game, self.service)

        return True

    def on_game_stopped(self, game):
        """Updates the game list when a game stops; this keeps the 'running' page updated."""
        selected_row = self.sidebar.get_selected_row()
        # Only update the running page- we lose the selected row when we do this,
        # but on the running page this is okay.
        if selected_row is not None and selected_row.id == "running":
            self.game_store.remove_game(game.id)
        return True

    def on_game_installed(self, game):
        return True

    def on_game_removed(self, game):
        """Simple method used to refresh the view"""
        remove_from_path_cache(game)
        self.get_missing_games()
        self.emit("view-updated")
        return True

    @watch_errors()
    def on_game_activated(self, view, game_id):
        """Handles view activations (double click, enter press)"""
        if self.service:
            logger.debug("Looking up %s game %s", self.service.id, game_id)
            db_game = games_db.get_game_for_service(self.service.id, game_id)
            if self.service.id == "lutris":
                if not db_game or not db_game["installed"]:
                    self.service.install(game_id)
                    return
                game_id = db_game["id"]
            else:
                if db_game and db_game["installed"]:
                    game_id = db_game["id"]
                else:
                    service_game = ServiceGameCollection.get_game(self.service.id, game_id)
                    if not service_game:
                        logger.error("No game %s found for %s", game_id, self.service.id)
                        return
                    game_id = self.service.install(service_game)
        if game_id:
            game = Game(game_id)
            if game.is_installed:
                game.emit("game-launch")
            else:
                game.emit("game-install")

    def on_watched_error(self, error):
        dialogs.ErrorDialog(error, parent=self)
